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ATCSHD: high-resolution ATCS update
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Topic: ATCSHD: high-resolution ATCS update (Read 10843 times)
Ingar
Tremulous Developers
Turrets: +302/-7
Posts: 535
Doomsday device you say?
ATCSHD: high-resolution ATCS update
«
on:
December 16, 2010, 10:27:50 PM »
After seeing
Superpie's High-Resolution ATCS Texture Replacement
I wanted to know what it would look like If I applied the texture pack to the original map and recompiled the lot.
I think the end result looks pretty nice. The main goal for this release is to test performance on less powerfull graphics cards.
If everything turns out fine, this could become a worthy successor to the original ATCS. Texture resolution has been doubled,
and I used _lightmapscale 0.25 for extra crisp shadows.
The map is votable on the official servers, just
callvote nextmap atcshd
.
I'm especially interested in general performance reports from players with low-end machines,
and large games in particular.
Thanks to
* Jex for letting me (ab)use the original ATCS
* Superpie for assembling the high-res texture pack
* TRaK for his texture sets
2011-05-24: release gpp2
* Replaced the skybox, tuned sky light.
* Added small lights to the base front entrances.
* Replaced fan texture with real fans.
* Tuned down the tunnel fog.
* Corrected some ghost lights in the bunker.
* Replaced eq2_floor_5 with webtreats_metal_1.
* Replaced eq_floor04 with trak4_tile2b_atcshd.
* Replaced pipe texture.
* Added smoke machine to the tunnel midway.
Download:
map-atcshd-gpp2.pk3
atcshd-3.jpg
(437.13 KB, 1680x1050 - viewed 205 times.)
atcshd-4.jpg
(400.1 KB, 1680x1050 - viewed 179 times.)
atcshd-5.jpg
(445.36 KB, 1680x1050 - viewed 172 times.)
«
Last Edit: May 24, 2011, 04:12:19 PM by Ingar
»
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CreatureofHell
Turrets: +429/-123
Posts: 2351
Ash Nazg Durbatulûk, Ash Nazg Gimbatul.
Re: High-Resolution ATCS update
«
Reply #1 on:
December 16, 2010, 10:30:07 PM »
Needs more steampunk in the tunnel. Everywhere else too. That trim is too steampunky to pass up the opportunity.
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<Timbo> posting on the trem forums rarely results in anything good
swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: High-Resolution ATCS update
«
Reply #2 on:
December 16, 2010, 10:45:49 PM »
Map releases section?
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Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Ingar
Tremulous Developers
Turrets: +302/-7
Posts: 535
Doomsday device you say?
Re: High-Resolution ATCS update
«
Reply #3 on:
December 16, 2010, 11:09:57 PM »
Quote from: swamp-cecil on December 16, 2010, 10:45:49 PM
Map releases section?
This is somewhat of a special case: call it official mapping business.
This is a proposed change that might go into 1.2, but I think it would be nice to get some community response on this one before bluntly replacing the ATCS everybody loves and knows.
It is also a technical issue: my computer runs Uncreation at 125fps and it is hard to predict
how this will turn out performance-wise on
your
computer with a team of jetpackers
camping the sky.
And if ATCS actually
is
replaced, nobody will be able to say he didn't know
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your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: High-Resolution ATCS update
«
Reply #4 on:
December 16, 2010, 11:10:28 PM »
Wow, that looks awesome!
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Quote from: codercon
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Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: High-Resolution ATCS update
«
Reply #5 on:
December 16, 2010, 11:16:40 PM »
The screenshots are beautiful. More HD textures please!
I'd even help if I didn't suck at it.
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Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
CATAHA
Turrets: +8/-18
Posts: 539
Re: High-Resolution ATCS update
«
Reply #6 on:
December 16, 2010, 11:38:45 PM »
I had idea about aading more brush details over atcs-hires texture packs. You totally ruined my idea! =)
Nice work in any case, Ingar.
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Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: High-Resolution ATCS update
«
Reply #7 on:
December 17, 2010, 12:17:10 AM »
Just played a round on it (with some of my l33test MDing yet
), and honestly, I kind of miss the more somber, faded colors the original ATCS had. It looked like it had been lying there waiting to be used for a few years. This is like a brand-new arena. Plus, the beveling looks kind of crap, but with bump maps, they'd...
Excuse me, I'm getting new pants.
So yeah. CATAHA, there's still room for you to improve on these textures, if you still want to. Hell, I'm always interested to see how different artists handle it. So go ahead.
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Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
freezway
Turrets: +10/-12
Posts: 196
Re: High-Resolution ATCS update
«
Reply #8 on:
December 17, 2010, 12:18:26 AM »
This is great, cept the fog is too abrupt... should fade more.
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KillerWhale
Spam Killer
Turrets: +63/-26
Posts: 469
I'm a whales
Re: High-Resolution ATCS update
«
Reply #9 on:
December 17, 2010, 02:35:51 AM »
The big thing I'd like to see done with ATCS is replacing the textures of lights with actual lights, and turning the fan textures into actual fans.
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UniqPhoeniX
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Turrets: +66/-32
Posts: 1376
Re: High-Resolution ATCS update
«
Reply #10 on:
December 17, 2010, 03:06:38 AM »
It looks a lot better... except the outside shadows. PLEASE use q3map_sunExt.
If we are getting an updated ATCS, how about some other fixes?
Some of the textures that have brighter/darker edges because they are *supposed* to be angled could be rotated/flipped.
The lightbleeding on bunker floor (and some other floors) should be fixed as it is much more noticeable now.
In bunker the horizontal lights shader atcshd/eq2lt_bmtl03light_300 blend image is .jpg, while the shader looks for .tga, which I assume is what's causing the light come from the center of the shader, not where the light actually is. Same with some other lights as well, but it's less noticeable.
In human base the thing in middle of ceiling doesn't have a different texture on the lower part of the side like the one in alien base.
The shadows on the outside ground have much less detail, possibly due to texture scale?
I'm guessing there won't be any gameplay affecting changes, but some obstacles/cover in the tunnel would be nice
<-
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Ingar's NetRadiant
Repatition
Turrets: +11/-196
Posts: 329
Re: High-Resolution ATCS update
«
Reply #11 on:
December 17, 2010, 03:31:47 AM »
F1 for putting this 1.2
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Meisseli
Spam Killer
Turrets: +83/-25
Posts: 765
Re: High-Resolution ATCS update
«
Reply #12 on:
December 17, 2010, 04:30:26 PM »
I don't understand the fog in the middle of the tunnel. What was the reason to add it and does it really add anything other than a confusing facial expression in players as they ponder why it is there. Or the "ability" to not see player names.
Minus the fog it's a great update though, although I do agree with Pazuzu. The contrasts are bad for ATCS in my opinion. The colours could be a lot more.. calmer.
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WarLock
Turrets: +6/-4
Posts: 33
Re: High-Resolution ATCS update
«
Reply #13 on:
December 17, 2010, 06:31:55 PM »
Realy nice work, 200fps (default locked) i love the fog, it give some chance for rushing dretch at the start. What i realy wanna see now, is a HD skybox for this map + some type of moving could ... Plz do it for me !!!!
Thanks
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Lecavalier
Turrets: +17/-5
Posts: 227
Re: High-Resolution ATCS update
«
Reply #14 on:
December 17, 2010, 07:02:21 PM »
I don't know if it's possible, but I think it would be awesome if the fog was moving. If it was swirling around a bit with little whisps coming off.
It doesn't do that already, does it? :d
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A Spork
Spam Killer
Turrets: +37/-230
Posts: 1010
rawr
Re: High-Resolution ATCS update
«
Reply #15 on:
December 17, 2010, 08:48:43 PM »
On my fail comp, the Hall and fog doesn't bother my FPS at all, but I do get a pretty significant FPS drop when I'm first entering bases(especially from the outside)
And yeah, it looks almost too perfect...
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Drag222
Turrets: +2/-7
Posts: 57
Re: High-Resolution ATCS update
«
Reply #16 on:
December 17, 2010, 09:42:53 PM »
This is a great Idea, although to run wel on low end hardware, there should be some features like streaming textures into the engine? I don't know how this work but I think it's supposed to improve performance...
Also texture compression for people that can't run it higher than original atcs and it'll be fine !
[Edit] after trying this out, it's cool to have it HD, but somehow I don't like it, I even prefer superpie's textures... why? I think it's because it's brighter, and I think it fits better the style of atcs maybe? Oh and also, your textures looks too much like rocks, instead of metal wich it should obviously be at some places.
However I LOVE the fog effect !!!
«
Last Edit: December 17, 2010, 09:50:07 PM by Drag222
»
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CorSair
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Posts: 431
Never trust a bartender with bad grammar.
Re: High-Resolution ATCS update
«
Reply #17 on:
December 17, 2010, 10:24:38 PM »
Bit... pleasant than older ATCS textures. For me least.
I don't suspect that fog affects to gameplay radically (note: haven't tested this.) It's more like enviromental ambience to me.
I don't know, is it just me, or is it really the new textures, but this seems to be more... tremish. Can't Explain it... it just is.
Good work anyway.
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Conzul
Turrets: +78/-17
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Re: High-Resolution ATCS update
«
Reply #18 on:
December 18, 2010, 05:29:52 AM »
I like it. The fog's perfect, though as stated I'm not sure how it got there. Make a ruptured pipe or something?
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Sticks_
Turrets: +2/-1
Posts: 9
Re: High-Resolution ATCS update
«
Reply #19 on:
December 18, 2010, 06:50:31 AM »
I think the high res textures add the certain amount of polished-ness that ATCS has always - not necessarily lacked - but had the potential for. It feels much more like a final release now compared to its predecessor. I really like it.
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A Spork
Spam Killer
Turrets: +37/-230
Posts: 1010
rawr
Re: High-Resolution ATCS update
«
Reply #20 on:
December 18, 2010, 07:13:16 AM »
I really noticed today that the whole map feels larger...almost weirdly so...
Might just be the textures, but it's feels weird.
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Posts: 1092
Re: High-Resolution ATCS update
«
Reply #21 on:
December 18, 2010, 09:01:16 AM »
Quote from: A Spork on December 18, 2010, 07:13:16 AM
I really noticed today that the whole map feels larger...almost weirdly so...
Might just be the textures, but it's feels weird.
interesting, i feel quite the opposite, the halls feel more narrow but somewhat higher.
fog is very cool!
i agree that atcs should be a bit more weared dow. after all, this map suffered the most from bodies hitting the floor.
what i dislike is the tiles of the floor. it gives a public toilet feeling. i'm begging for a change, Mr Ingar!
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DraZiLoX
Turrets: +24/-24
Posts: 844
Re: High-Resolution ATCS update
«
Reply #22 on:
December 18, 2010, 10:16:14 AM »
"Sarge! Where are you?!"
"I am in foggy public toilet."
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CreatureofHell
Turrets: +429/-123
Posts: 2351
Ash Nazg Durbatulûk, Ash Nazg Gimbatul.
Re: High-Resolution ATCS update
«
Reply #23 on:
December 18, 2010, 12:05:33 PM »
Quote from: + OPTIMUS + on December 18, 2010, 09:01:16 AM
what i dislike is the tiles of the floor. it gives a public toilet feeling. i'm begging for a change, Mr Ingar!
+1
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<Timbo> posting on the trem forums rarely results in anything good
DraZiLoX
Turrets: +24/-24
Posts: 844
Re: High-Resolution ATCS update
«
Reply #24 on:
December 18, 2010, 10:23:09 PM »
I am hosting
atcshd only
server. If you want to play/try map, you can try it there.
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ULTRA Random ViruS
Turrets: +4/-94
Posts: 720
Re: High-Resolution ATCS update
«
Reply #25 on:
December 19, 2010, 04:19:01 AM »
Draz you spaz. You can't host a all time favourite, not hosting the hvh like you said on your website, now hosting atcshd-only server.
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DraZiLoX
Turrets: +24/-24
Posts: 844
Re: High-Resolution ATCS update
«
Reply #26 on:
December 20, 2010, 10:45:25 PM »
Quote from: ULTRA Random ViruS on December 19, 2010, 04:19:01 AM
Draz you spaz. You can't host a all time favourite, not hosting the hvh like you said on your website, now hosting atcshd-only server.
I have never hosted hvh server and this doesn't belong here.
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Plague Bringer
Turrets: +147/-187
Posts: 3811
Re: High-Resolution ATCS update
«
Reply #27 on:
December 22, 2010, 09:56:58 PM »
Quote from: DraZiLoX on December 20, 2010, 10:45:25 PM
Quote from: ULTRA Random ViruS on December 19, 2010, 04:19:01 AM
Draz you spaz. You can't host a all time favourite, not hosting the hvh like you said on your website, now hosting atcshd-only server.
I have never hosted hvh server and this doesn't belong here.
Next time on Tremulous.net:
Drama!
Will you guys ever grow up? This is like a bad episode of Jersey Shore.
Scratch that. It's like ANY episode of Jersey Shore.
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U R A Q T
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: High-Resolution ATCS update
«
Reply #28 on:
December 22, 2010, 10:26:52 PM »
Quote from: Plague Bringer on December 22, 2010, 09:56:58 PM
Scratch that. It's like ANY episode of Jersey Shore.
I was going to ask...
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Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
Repatition
Turrets: +11/-196
Posts: 329
Re: High-Resolution ATCS update
«
Reply #29 on:
December 23, 2010, 12:34:27 AM »
IF ONLY WE HAD BUMP MAPS....MY i7 CAN DO A LOT MORE THAN RUN THIS GAME.......
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